From 649b36b642546062ab5102b6225b9f78ea72309d Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期二, 04 十一月 2025 18:11:02 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(优化完整战报仅包含战斗相关封包,结算奖励相关如物品,经验,货币,挑战次数等统一放在战报数据B430后同步)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py |  740 +++++++++++++++++++++++++++++++++++++-------------------
 1 files changed, 490 insertions(+), 250 deletions(-)

diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
index 8858954..398e8b0 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
@@ -21,6 +21,8 @@
 
 import ChConfig
 import PlayerTask
+import PlayerActivity
+import PlayerViewCache
 import ChPyNetSendPack
 import NetPackCommon
 import PlayerControl
@@ -35,6 +37,7 @@
 import TurnPassive
 import TurnSkill
 import TurnBuff
+import FBCommon
 import CommFunc
 import ObjPool
 import FBLogic
@@ -43,7 +46,6 @@
 import time
 import json
 
-TimelineSet = 10000 # 单回合最大时间轴
 PosNumMax = 7 # 最大站位编号
 ActionNumStart = -1 # 起始行动位置编号,一般是从1开始,如果有加主公、红颜等则扣除相应位置值,如从0或-1开始
 
@@ -72,6 +74,11 @@
         self.lingshouObjIDDict = {} # 灵兽战斗单位 {位置编号:batObjID, ...}
         self.beautyObjIDDict = {} # 红颜战斗单位 {位置编号:batObjID, ...}
         self.actionNum = ActionNumStart # 行动位置,从1开始
+        self.totalHurt = 0 # 阵容总输出
+        
+        #特殊
+        self.bossID = 0
+        self.bossPosView = 0
         return
     
     def getPlayerID(self): return self.turnFight.playerID # 发起的玩家ID
@@ -85,6 +92,8 @@
         self.ownerID = lineupInfo.get("PlayerID", 0) # 阵容所属的玩家ID
         self.shapeType = lineupInfo.get("ShapeType", 0)
         self.fightPower = lineupInfo.get("FightPower", 0)
+        self.bossID = lineupInfo.get("BossID", 0)
+        self.bossPosView = lineupInfo.get("BossPosView", 0)
         SummonLineupObjs(self, self.faction, self.num, lineupInfo, self.getPlayerID())
         return
     
@@ -101,7 +110,21 @@
         self.lingshouObjIDDict = {}
         self.beautyObjIDDict = {}
         self.fightPower = 0
+        self.totalHurt = 0
         return
+    
+    def getDeadObjCnt(self):
+        ## 获取本阵容目前死亡队员数
+        deadCnt = 0
+        batObjMgr = BattleObj.GetBatObjMgr()
+        for objID in self.posObjIDDict.values():
+            batObj = batObjMgr.getBatObj(objID)
+            if not batObj:
+                continue
+            if batObj.IsAlive():
+                continue
+            deadCnt += 1
+        return deadCnt
     
 class BatFaction():
     ## 战斗阵营
@@ -110,6 +133,7 @@
         self.turnFight = turnFight # TurnFight
         self.faction = faction
         self.lineupDict = {} # 该阵营所有阵容信息 {编号:BatLineup, ...}
+        self.totalHurt = 0 # 阵营总输出
         return
     
     def getBatlineup(self, num=1):
@@ -121,6 +145,8 @@
             lineup = BatLineup(self.faction, num, self.turnFight)
             self.lineupDict[num] = lineup
         return lineup
+    
+    def getTotalHurt(self): return self.totalHurt # 阵营总输出
     
     def clearLineups(self):
         ## 清除所有战斗阵容
@@ -148,51 +174,81 @@
         self.state = -1 # -1 代表未战斗
         self.turnNum = 1 # 当前第x回合,默认第1回合开始
         self.turnMax = 15 # 最大回合数
+        self.turnNumStart = 0 # 已处理第x回合开始
         self.enterLogic = False # 是否已执行进场逻辑
         self.winFaction = 0 # 本场战斗结束标记,获胜阵营,为0时代表未结束,所有小队打完或失败才有结果,0-未结束,>0-获胜的阵营
         self.isWin = False
         self.batBuffer = "" # 战报buffer,战报暂时只保留最后一个小队的
         self.isNeedReport = isNeedReport # 是否需要战报
         self.msgDict = {} # 扩展信息字典,一般由MapID绑定的功能决定信息内容  {k:v, ...}
+        self._kvDict = {} # 自定义信息字典,不会被重置  {k:v, ...}
+        self.awardData = None # 战斗奖励设置的数据,可以是任意数据格式,由功能自行决定,会传递给 OnTurnFightAward 处理
         
         self.factionDict = {} # 战斗阵营 {faction:BatFaction, ...},一般是只有两个阵营,faction为1或2,每个阵营支持多个阵容
         self.actionSortList = [] # 阵容行动顺序 [[faction, num], ...]
-        self.actionIndex = 0 # 行动顺序索引        
-        self.timeline = 0 # 时间轴节点  turnNum*1000+actionIndex*100++actionNum
+        self.actionIndex = 0 # 行动顺序索引
         self.startTime = 0 # 开始时间戳,支持毫秒小数
         self.costTime = 0 # 单场战斗总耗时,支持毫秒小数
+        self._oneActionUseSkillCntDict = {} # 某对象行动开始后所有对象累计使用技能次数,用于单对象单次行动中限制每个对象的最高触发技能次数 {objID:useCnt, ...}
         
-        # 多小队 - 一般只有PVE用到
+        # pve 多小队 - 一般只有PVE用到
         self.lineupIndex = 0 # 当前小队索引
         self.lineupIDList = [] # npc小队列表
         self.strongerLV = 0 # npc成长等级
         self.difficulty = 0 # npc难度
+        
+        # pvp 目标
+        self.tagPlayerID = 0
+        self.tagViewCache = None
         return
     
-    def setTurnFight(self, mapID, funcLineID, turnMax, isNeedReport=False, msgDict={}, lineupIDList=[], strongerLV=0, difficulty=0):
+    def setTurnFight(self, mapID, funcLineID, turnMax, isNeedReport=False, msgDict={}):
         ## 设置本场回合战斗设定
         self.mapID = mapID
         self.funcLineID = funcLineID
         self.turnMax = turnMax # 最大回合数
         self.isNeedReport = isNeedReport
+        self.setPVE()
+        self.setPVP()
+        self.msgDict = {}
+        self._kvDict = {}
+        self.awardData = None
+        self.nextTurnFight(msgDict)
+        return
+    
+    def setPVE(self, lineupIDList=[], strongerLV=0, difficulty=0):
         self.lineupIndex = 0
         self.lineupIDList = lineupIDList
         self.strongerLV = strongerLV
         self.difficulty = difficulty
-        self.msgDict = {}
-        self.nextTurnFight(msgDict)
         return
+    
+    def setPVP(self, tagPlayerID=0, tagViewCache=None):
+        self.tagPlayerID = tagPlayerID
+        self.tagViewCache = tagViewCache
+        return
+    
+    def isFBMap(self):
+        ## 是否副本地图中,非主线的均视为副本
+        return self.mapID not in [ChConfig.Def_FBMapID_Main, ChConfig.Def_FBMapID_MainBoss]
+    
+    def GetDictByKey(self, key): return self._kvDict.get(key, 0)
+    def SetDict(self, key, value): self._kvDict[key] = value
+    
+    #def setPVPTeam(self):
+    #    return
     
     def nextTurnFight(self, msgDict={}):
         ## 一般用于玩家发起的战斗,在需要保留玩家阵容属性及状态的情况下,重置回合进入下一场战斗
         self.turnNum = 1
+        self.turnNumStart = 0
         self.enterLogic = False
         self.winFaction = 0
         self.isWin = False
         self.msgDict.update(msgDict)
-        self.timeline = 0
         self.startTime = time.time()
         self.costTime = 0
+        ResetByNextTeam(self)
         return
     
     def haveNextLineup(self):
@@ -237,21 +293,6 @@
         GameWorld.DebugLog("阵容战力排序[isPlayer, fp, sortV, f, n]: %s" % sortList)
         GameWorld.DebugLog("阵容行动顺序[f, n]: %s" % self.actionSortList)
         return
-    
-    def getTurnNumStartTimelin(self, turnNum): return turnNum * TimelineSet + 0 # 每回合的时间节点起点
-    def getTimeline(self): return self.timeline
-    def setTimeline(self, timeline, isEmpty=False):
-        '''回合战斗的时间轴节点 ,即第几回合开始,每个回合支持9999个行动节点
-        @param turnNum: 第x回合
-        '''
-        self.timeline = timeline
-        GameWorld.DebugLog("时间节点更新: %s" % self.timeline)
-        if isEmpty:
-            # 空位置的节点可直接跳过
-            return timeline
-        
-        OnTimelineChange(self)
-        return timeline
     
     def getBatFaction(self, faction=ChConfig.Def_FactionA):
         ## 默认阵营1
@@ -306,7 +347,7 @@
         ## 准备就绪,开始战斗
         self.state = FightState_Start
         self.turnNum = 1
-        self.timeline = self.getTurnNumStartTimelin(self.turnNum)
+        self.turnNumStart = 0
         self.syncInit()
         return
     
@@ -351,7 +392,10 @@
                     tfObj.MaxHP = batObj.GetMaxHP() % ChConfig.Def_PerPointValue
                     tfObj.MaxHPEx = batObj.GetMaxHP() / ChConfig.Def_PerPointValue
                     tfObj.LV = batObj.GetLV()
-                    tfObj.PosNum = posNum
+                    if batLineup.bossPosView and batLineup.bossID == batObj.GetNPCID():
+                        tfObj.PosNum = batLineup.bossPosView
+                    else:
+                        tfObj.PosNum = posNum                        
                     tfObj.AngreXP = batObj.GetXP()
                     tfLineup.ObjList.append(tfObj)
                 tfLineup.ObjCnt = len(tfLineup.ObjList)
@@ -360,6 +404,11 @@
             clientPack.FactionList.append(tfFaction)
         clientPack.FactionCnt = len(clientPack.FactionList)
         self.addBatPack(clientPack)
+        return
+    
+    def syncHelp(self, msgDict):
+        ## 通知帮助信息,一般是副本用
+        self.syncState(self.state, msgDict)
         return
     
     def syncState(self, state, msgDict={}):
@@ -408,10 +457,17 @@
                 ObjPool.GetPoolMgr().release(clientPack)
         return
     
+    def ResetOneActionUseSkillCnt(self): self._oneActionUseSkillCntDict = {}
+    def GetOneActionUseSkillCnt(self, objID): return self._oneActionUseSkillCntDict.get(objID, 0)
+    def SetOneActionUseSkillCnt(self, objID, useCnt):
+        self._oneActionUseSkillCntDict[objID] = useCnt
+        return useCnt
+    
 class TurnFightMgr():
     ## 回合战斗管理器
     
     def __init__(self):
+        self.lastRequestTick = 0
         self.turnFightDict = {} # {guid:TurnFight, ...}
         return
     
@@ -479,10 +535,30 @@
                           % (chapterID, levelNum, nowChapterID, fixNowValue), curPlayer.GetPlayerID())
     return
 
-def GetPlayerLineupInfoByCache(playerID, lineupID):
-    ## 获取玩家阵容信息 - 根据玩家查看缓存
-    lineupInfo = {}
+
+def GetCacheLineupFightPower(tagViewCache, lineupID):
+    lineupInfo = GetCacheLineupInfo(tagViewCache, lineupID)
+    return lineupInfo.get("FightPower", 0)
+def GetCacheLineupInfo(tagViewCache, lineupID):
+    ## 根据查看缓存获取阵容信息,一般是 GetPlayerLineupInfo 返回的结果
+    plusDict = tagViewCache.GetPlusDict()
+    lineupDict = plusDict.get("Lineup", {})
+    lineupInfo = lineupDict.get("%s" % lineupID, {})
+    if not lineupInfo:
+        lineupInfo = lineupDict.get("%s" % ShareDefine.Lineup_Main, {})
     return lineupInfo
+
+def GetPlayerLineupFightPower(curPlayer, lineupID):
+    ## 获取玩家阵容战力,一般用于直接获取阵容战力记录用
+    return GetPlayerLineup(curPlayer, lineupID).fightPower
+def GetPlayerLineup(curPlayer, lineupID):
+    ## 获取玩家阵容
+    olPlayer = PlayerOnline.GetOnlinePlayer(curPlayer)
+    lineup = olPlayer.GetLineup(lineupID)
+    if lineup.IsEmpty():
+        GameWorld.DebugLog("玩家没有目标阵容默认取主阵容! lineupID=%s" % lineupID)
+        lineup = olPlayer.GetLineup(ShareDefine.Lineup_Main)
+    return lineup
 
 def GetPlayerLineupInfo(curPlayer, lineupID):
     ## 获取玩家阵容信息,可用于战斗或查看缓存,因为可能取玩家的缓存进行对战,所以统一使用json格式,前端通用
@@ -490,14 +566,13 @@
     # @return: 阵容全部信息json字典,前端通用格式
     
     playerID = curPlayer.GetPlayerID()
-    lineup = PlayerOnline.GetOnlinePlayer(curPlayer).GetLineup(lineupID)
-    if not lineup.lineupHeroDict:
+    lineup = GetPlayerLineup(curPlayer, lineupID)
+    if lineup.IsEmpty():
         return {}
     
-    lineupInfo = {"PlayerID":playerID, "FightPower":lineup.fightPower, "ShapeType":lineup.shapeType}
     heroDict = {}
     curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
-    for posNum in lineup.lineupHeroDict.keys():
+    for posNum in lineup.GetPosNumList():
         hero = lineup.GetLineupHero(posNum)
         heroID = hero.heroID
         itemIndex = hero.itemIndex
@@ -520,8 +595,11 @@
                                  "AttrDict":{str(k):v for k, v in hero.heroBatAttrDict.items() if v > 0},
                                  "SkillIDList":skillIDlist,
                                  }
-    lineupInfo.update({"Hero":heroDict})
+        
+    if not heroDict:
+        return {}
     
+    lineupInfo = {"PlayerID":playerID, "FightPower":lineup.fightPower, "ShapeType":lineup.shapeType, "Hero":heroDict}
     return lineupInfo
 
 def GetNPCLineupInfo(lineupID, strongerLV=0, difficulty=0):
@@ -533,9 +611,11 @@
     ipyData = IpyGameDataPY.GetIpyGameData("NPCLineup", lineupID)
     if not ipyData:
         return {}
+    bossID = ipyData.GetBossID()
+    bossPosView = ipyData.GetBossPosView()
     
     heroDict = {}
-    for posNum in range(1, 1 + 10):
+    for posNum in range(1, 1 + 6):
         if not hasattr(ipyData, "GetPosNPCID%s" % posNum):
             break
         npcID = getattr(ipyData, "GetPosNPCID%s" % posNum)()
@@ -546,7 +626,7 @@
             continue
         heroDict[str(posNum)] = battleDict
         
-    lineupInfo = {"NPCLineupID":lineupID, "Hero":heroDict}
+    lineupInfo = {"NPCLineupID":lineupID, "Hero":heroDict, "BossID":bossID, "BossPosView":bossPosView}
     return lineupInfo
 
 def GetNPCBattleDict(lineupIpyData, npcID, strongerLV=0, difficulty=0):
@@ -576,7 +656,7 @@
     else:
         heroID = 0
         skinID = 0
-        skillIDList = [] + npcData.GetSkillIDList()
+        skillIDList = []# + npcData.GetSkillIDList()
         
     # boss额外随机技能
     bossID = lineupIpyData.GetBossID()
@@ -603,7 +683,10 @@
                        ChConfig.AttrID_ParryRate:npcData.GetParryRate(), ChConfig.AttrID_ParryRateDef:npcData.GetParryRateDef(), 
                        ChConfig.AttrID_SuckHPPer:npcData.GetSuckHPPer(), ChConfig.AttrID_SuckHPPerDef:npcData.GetSuckHPPerDef(), 
                        }
-        batAttrDict.update(npcData.GetSpecAttrInfo())
+    exAttrDict = npcData.GetSpecAttrInfo()
+    for attrIDStr, attrValue in exAttrDict.items():
+        attrID = int(attrIDStr)
+        batAttrDict[attrID] = batAttrDict.get(attrID, 0) + attrValue
         
     battleDict = {"NPCID":npcID,
                   "HeroID":heroID,
@@ -622,7 +705,7 @@
     angerSkillID = heroIpyData.GetAngerSkillID()
     skillIDList = [normalSkillID, angerSkillID]
     
-    breakIpyDataList = IpyGameDataPY.GetIpyGameDataList("HeroBreak", heroID)
+    breakIpyDataList = IpyGameDataPY.GetIpyGameDataListNotLog("HeroBreak", heroID)
     if breakIpyDataList:
         for breakIpyData in breakIpyDataList:
             if breakIpyData.GetBreakLV() > breakLV:
@@ -631,7 +714,7 @@
             if skillID:
                 skillIDList.append(skillID)
                 
-    awakeIpyDataList = IpyGameDataPY.GetIpyGameDataList("HeroAwake", heroID)
+    awakeIpyDataList = IpyGameDataPY.GetIpyGameDataListNotLog("HeroAwake", heroID)
     if awakeIpyDataList:
         for awakeIpyData in awakeIpyDataList:
             if awakeIpyData.GetAwakeLV() > awakeLV:
@@ -680,17 +763,16 @@
         if not curPlayer:
             return
         
-    tfGUID = batLineup.turnFight.guid
+    turnFight = batLineup.turnFight
+    tfGUID = turnFight.guid
     lineupPlayerID = lineupInfo.get("PlayerID", 0) # 阵容所属玩家ID
     heroDict = lineupInfo.get("Hero", {})
     
     batObjMgr = BattleObj.GetBatObjMgr()
     initXP = IpyGameDataPY.GetFuncCfg("AngerXP", 1)
-    atkBackSkillIDList = IpyGameDataPY.GetFuncEvalCfg("ParryCfg", 2)
     for posNumKey, heroInfo in heroDict.items():
         posNum = int(posNumKey)
         
-        atkBackSkillID = 0 # 反击技能ID
         fightPower = 0
         skillIDList = [] # 战斗对象可能改变属性或技能,重新创建,防止误修改来源值
         attrDict = {}
@@ -700,12 +782,15 @@
         heroID = heroInfo.get("HeroID", 0)
         skinID = heroInfo.get("SkinID", 0)
         lv = heroInfo.get("LV", 1)
+        specialty, atkDistType, country, sex, job = 0, 1, 0, 1, 0
         heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID) if heroID else None
         if heroIpyData:
-            atkDistType = heroIpyData.GetAtkDistType()
             objName = heroIpyData.GetName()
+            specialty = heroIpyData.GetSpecialty()
+            atkDistType = heroIpyData.GetAtkDistType()
             country = heroIpyData.GetCountry()
             sex = heroIpyData.GetSex()
+            job = heroIpyData.GetJob()
             
         if lineupPlayerID:
             fightPower = heroInfo.get("FightPower", 0)
@@ -717,10 +802,7 @@
             if not npcDataEx:
                 continue
             if not heroIpyData:
-                atkDistType = npcDataEx.GetAtkDistType()
                 objName = npcDataEx.GetNPCName()
-                country = npcDataEx.GetCountry()
-                sex = npcDataEx.GetSex()
                 
         batObj = batObjMgr.addBatObj()
         if not batObj:
@@ -737,16 +819,12 @@
         batObj.SetFightPower(fightPower)
         batObj.SetLV(lv)
         batObj.SetAtkDistType(atkDistType)
+        batObj.SetSpecialty(specialty)
         batObj.SetCountry(country)
         batObj.SetSex(sex)
+        batObj.SetJob(job)
         batObj.SetHero(heroID, skinID)
         
-        if atkDistType == ChConfig.AtkDistType_Short:
-            atkBackSkillID = atkBackSkillIDList[0] if len(atkBackSkillIDList) > 0 else 0
-        elif atkDistType == ChConfig.AtkDistType_Long:
-            atkBackSkillID = atkBackSkillIDList[1] if len(atkBackSkillIDList) > 1 else 0
-        if atkBackSkillID:
-            skillIDList.append(atkBackSkillID)
         skillManager = batObj.GetSkillManager()
         skillManager.SkillReset()
         for skillID in skillIDList:
@@ -754,9 +832,73 @@
             
         batLineup.posObjIDDict[posNum] = objID
         GameWorld.DebugLog("AddBatObj %s,skill=%s" % (GetObjName(batObj), skillManager.GetSkillIDList()))
+        ResetObjSkill(batObj)
+        
+        if npcID:
+            #副本指定NPC属性
+            fbNPCInitAttrDict = FBLogic.GetFBNPCInitAttr(curPlayer, turnFight, batObj)
+            if fbNPCInitAttrDict:
+                GameWorld.DebugLog("副本指定NPC初始化属性: npcID=%s, %s" % (npcID, fbNPCInitAttrDict))
+                attrDict = {str(k):v for k, v in fbNPCInitAttrDict.items()} # 统一格式
         batObj.InitBatAttr({int(k):v for k, v in attrDict.items()}, initXP)
         
     return
+
+def ResetByNextTeam(turnFight):
+    ## 切换下一小队时重置相关,目前设置仅保留血量、怒气、已被击杀的不复活,其他重置
+    
+    batFaction = turnFight.getBatFaction(ChConfig.Def_FactionA)
+    if not batFaction:
+        return
+    GameWorld.DebugLog("切换小队重置玩家阵容武将...")
+    batLineup = batFaction.getBatlineup(1) # 只处理玩家阵容
+    batObjMgr = BattleObj.GetBatObjMgr()
+    for objID in batLineup.posObjIDDict.values():
+        batObj = batObjMgr.getBatObj(objID)
+        if not batObj:
+            continue
+        objName = GetObjName(batObj)
+        if not batObj.IsAlive():
+            GameWorld.DebugLog("    已被击杀不处理! %s" % (objName))
+            continue
+        GameWorld.DebugLog("重置武将: %s, HP:%s/%s, XP:%s" % (objName, batObj.GetHP(), batObj.GetMaxHP(), batObj.GetXP()))
+        
+        # 清除buff
+        buffMgr = batObj.GetBuffManager()
+        buffMgr.ClearBuff()
+        
+        # 重置技能
+        ResetObjSkill(batObj)
+        
+        # 重刷属性、被动
+        TurnBuff.RefreshBuffAttr(batObj)
+        TurnPassive.RefreshPassive(batObj)
+        
+    return
+
+def CheckFightCD(curPlayer, tick, selfKey):
+    ## 是否战斗请求CD中
+    
+    # 所有玩家公共CD,待扩展
+    tfMgr = GetTurnFightMgr()
+    pubCD = IpyGameDataPY.GetFuncCfg("TurnFightCD", 1)
+    if pubCD:
+        if tfMgr.lastRequestTick and tick - tfMgr.lastRequestTick <= pubCD:
+            GameWorld.DebugLog("回合制战斗请求服务器公共CD中!")
+            PlayerControl.NotifyCode(curPlayer, "BattleCoolDown")
+            return True
+        
+    # 个人CD
+    selfCD = IpyGameDataPY.GetFuncCfg("TurnFightCD", 2)
+    lastTick = curPlayer.GetDictByKey(selfKey)
+    if selfCD and lastTick and tick - lastTick <= selfCD:
+        GameWorld.DebugLog("回合制战斗请求CD中: %s" % selfKey)
+        PlayerControl.NotifyCode(curPlayer, "BattleCoolDown")
+        return True
+    
+    tfMgr.lastRequestTick = tick
+    curPlayer.SetDict(selfKey, tick)
+    return False
 
 #// B4 10 回合制战斗 #tagCMTurnFight
 #
@@ -780,32 +922,53 @@
     tagID = clientData.TagID
     valueList = clientData.ValueList
     
-    GameWorld.DebugLog("回合制战斗请求: mapID=%s,funcLineID=%s,tagType=%s,tagID=%s,valueList=%s" 
+    GameWorld.DebugLog("----- 回合制战斗请求: mapID=%s,funcLineID=%s,tagType=%s,tagID=%s,valueList=%s" 
                        % (mapID, funcLineID, tagType, tagID, valueList), curPlayer.GetPlayerID())
     
     reqRet = FBLogic.OnTurnFightRequest(curPlayer, mapID, funcLineID, tagType, tagID, valueList)
     if not reqRet:
         return
+    funcLineID = reqRet[1] if len(reqRet) > 1 else funcLineID
     
+    fbIpyData = FBCommon.GetFBIpyData(mapID)
+    fbLineIpyData = FBCommon.GetFBLineIpyData(mapID, funcLineID, False)
+    if fbIpyData:
+        if not fbLineIpyData:
+            GameWorld.DebugLog("不存在该副本功能线路! mapID=%s,funcLineID=%s" % (mapID, funcLineID))
+            return
+        if FBCommon.CheckCanEnterFBComm(curPlayer, mapID, funcLineID, fbIpyData, fbLineIpyData) != ShareDefine.EntFBAskRet_OK:
+            return
+        
     # 攻防方所使用的阵容ID
     atkLineupID, defLineupID = FBLogic.GetFBPlayerLineupID(curPlayer, mapID, funcLineID)
     if atkLineupID not in ShareDefine.LineupList or defLineupID not in ShareDefine.LineupList:
         return
-        
+    
+    if CheckFightCD(curPlayer, tick, "TurnFightReqTick"):
+        return
+    
     # 玩家
     if tagType == 1:
-        # OnTurnFightVSPlayer
-        pass
-    
+        if not OnTurnFightVSPlayer(curPlayer, mapID, funcLineID, atkLineupID, defLineupID, tagID):
+            return
+        
     # NPC
     else:
-        ret = FBLogic.GetFBNPCLineupInfo(curPlayer, mapID, funcLineID)
-        if not ret:
+        npcLineupIDList, strongerLV, difficulty = [], 0, 0
+        if fbLineIpyData:
+            npcLineupIDList = fbLineIpyData.GetLineupIDList()
+            strongerLV = fbLineIpyData.GetNPCLV()
+            difficulty = fbLineIpyData.GetDifficulty()
+            
+        if not npcLineupIDList:
+            ret = FBLogic.GetFBNPCLineupInfo(curPlayer, mapID, funcLineID)
+            if not ret:
+                return
+            npcLineupIDList, strongerLV, difficulty = ret
+        if not OnTurnFightVSNPC(curPlayer, mapID, funcLineID, atkLineupID, npcLineupIDList, strongerLV, difficulty):
             return
-        npcLineupIDList, strongerLV, difficulty = ret
-        OnTurnFightVSNPC(curPlayer, mapID, funcLineID, atkLineupID, npcLineupIDList, strongerLV, difficulty)
         
-    return
+    return True
 
 def OnTurnFightVSNPC(curPlayer, mapID, funcLineID, atkLineupID, npcLineupIDList, strongerLV, difficulty):
     playerID = curPlayer.GetPlayerID()
@@ -819,9 +982,8 @@
         GameWorld.DebugLog("玩家没有该阵容数据! atkLineupID=%s" % atkLineupID, playerID)
         return
     
-    turnMax = 15
+    turnMax = GetTurnMax(mapID)
     if mapID == ChConfig.Def_FBMapID_MainBoss:
-        turnMax = IpyGameDataPY.GetFuncCfg("Mainline", 3)
         # 停止主线小怪战斗、清空
         mainFightMgr = GetMainFightMgr(curPlayer)
         mainTF = mainFightMgr.turnFight
@@ -832,7 +994,8 @@
     turnFight = tfMgr.addTurnFight(mapID, funcLineID, playerID)
     guid = turnFight.guid
     
-    turnFight.setTurnFight(mapID, funcLineID, turnMax, True, lineupIDList=npcLineupIDList, strongerLV=strongerLV, difficulty=difficulty)
+    turnFight.setTurnFight(mapID, funcLineID, turnMax, True)
+    turnFight.setPVE(npcLineupIDList, strongerLV, difficulty)
     turnFight.setFactionLineup(ChConfig.Def_FactionA, {1:lineupMainInfo})
     
     for index, lineupID in enumerate(npcLineupIDList):
@@ -849,9 +1012,56 @@
         if not turnFight.isWin:
             break
         
+    PlayerOnline.GetOnlinePlayer(curPlayer).SetLastBatBuffer(guid, turnFight.batBuffer)
     SyncTurnFightReport(curPlayer, guid, turnFight.batBuffer)
+    FBLogic.OnTurnFightAward(curPlayer, turnFight, mapID, funcLineID, turnFight.awardData)
     tfMgr.delTurnFight(guid)
-    return
+    return True
+
+def OnTurnFightVSPlayer(curPlayer, mapID, funcLineID, atkLineupID, defLineupID, tagPlayerID):
+    playerID = curPlayer.GetPlayerID()
+    GameWorld.DebugLog("OnTurnFightVSPlayer: mapID=%s,funcLineID=%s,atkLineupID=%s,defLineupID=%s,tagPlayerID=%s" 
+                       % (mapID, funcLineID, atkLineupID, defLineupID, tagPlayerID), playerID)
+    atkLineupInfo = GetPlayerLineupInfo(curPlayer, atkLineupID)
+    if not atkLineupInfo:
+        GameWorld.DebugLog("玩家没有该阵容数据! atkLineupID=%s" % atkLineupID, playerID)
+        return
+    
+    tagViewCache = PlayerViewCache.FindViewCache(tagPlayerID)
+    if not tagViewCache:
+        GameWorld.DebugLog("目标玩家没有缓存数据! tagPlayerID=%s" % tagPlayerID, playerID)
+        return {}
+    defLineupInfo = GetCacheLineupInfo(tagViewCache, defLineupID)
+    if not defLineupInfo:
+        GameWorld.DebugLog("目标玩家没有该阵容数据! tagPlayerID=%s,defLineupID=%s" % (tagPlayerID, defLineupID), playerID)
+        return
+    
+    turnMax = GetTurnMax(mapID)
+    
+    tfMgr = GetTurnFightMgr()
+    turnFight = tfMgr.addTurnFight(mapID, funcLineID, playerID)
+    guid = turnFight.guid
+    
+    turnFight.setTurnFight(mapID, funcLineID, turnMax, True)
+    turnFight.setPVP(tagPlayerID, tagViewCache)
+    turnFight.setFactionLineup(ChConfig.Def_FactionA, {1:atkLineupInfo})
+    turnFight.setFactionLineup(ChConfig.Def_FactionB, {1:defLineupInfo})
+    turnFight.sortActionQueue()
+    turnFight.startFight()
+    
+    __processTurnFight(turnFight.guid)
+    
+    PlayerOnline.GetOnlinePlayer(curPlayer).SetLastBatBuffer(guid, turnFight.batBuffer)
+    SyncTurnFightReport(curPlayer, guid, turnFight.batBuffer)
+    FBLogic.OnTurnFightAward(curPlayer, turnFight, mapID, funcLineID, turnFight.awardData)
+    tfMgr.delTurnFight(guid)
+    return True
+
+def GetTurnMax(mapID):
+    if mapID == ChConfig.Def_FBMapID_Main:
+        return IpyGameDataPY.GetFuncCfg("TurnMax", 1)
+    mapTurnMaxDict= IpyGameDataPY.GetFuncEvalCfg("TurnMax", 3, {})
+    return mapTurnMaxDict.get(mapID, IpyGameDataPY.GetFuncCfg("TurnMax", 2))
 
 #// B4 13 主线战斗请求 #tagCSMainFightReq
 #
@@ -873,7 +1083,7 @@
         __doSetFightPoint(curPlayer, reqValue)
         return
     
-    GameWorld.DebugLog("主线战斗请求: reqType=%s" % reqType, curPlayer.GetPlayerID())
+    GameWorld.DebugLog("------------------- 主线战斗请求: reqType=%s" % reqType, curPlayer.GetPlayerID())
     clientPack = ChPyNetSendPack.tagSCTurnFightReportSign()
     clientPack.Sign = 0
     NetPackCommon.SendFakePack(curPlayer, clientPack) # 标记开始
@@ -964,13 +1174,14 @@
     mainFightMgr.levelNum = levelNum
     mainFightMgr.waveMax = waveMax
     mainFightMgr.wave = wave
-    turnMax = IpyGameDataPY.GetFuncCfg("Mainline", 2)
     mapID, funcLineID = ChConfig.Def_FBMapID_Main, PlayerControl.ComMainLevelValue(chapterID, levelNum, wave)
+    turnMax = GetTurnMax(mapID)
     GameWorld.DebugLog("设置起始关卡波: 关卡%s-%s,波=%s/%s,lineupIDList=%s,mapID=%s,funcLineID=%s,lineupID=%s,strongerLV=%s,difficulty=%s" 
                        % (chapterID, levelNum, wave, waveMax, lineupIDList, mapID, funcLineID, lineupID, strongerLV, difficulty), playerID)
     
     turnFight = mainFightMgr.turnFight
-    turnFight.setTurnFight(mapID, funcLineID, turnMax, False, lineupIDList=lineupIDList, strongerLV=strongerLV, difficulty=difficulty)
+    turnFight.setTurnFight(mapID, funcLineID, turnMax, False)
+    turnFight.setPVE(lineupIDList, strongerLV, difficulty)
     turnFight.setFactionLineup(ChConfig.Def_FactionA, {1:lineupMainInfo})
     turnFight.setFactionLineup(ChConfig.Def_FactionB, {1:GetNPCLineupInfo(lineupID, strongerLV, difficulty)})
     turnFight.sortActionQueue()
@@ -986,12 +1197,8 @@
     
     # 限制请求CD
     if tick:
-        key = "MainFightReqTick"
-        lastTick = curPlayer.GetDictByKey(key)
-        if lastTick and tick - lastTick <= 1000:
-            GameWorld.DebugLog("主线战斗请求CD中")
+        if CheckFightCD(curPlayer, tick, "MainFightReqTick"):
             return
-        curPlayer.SetDict(key, tick)
         
     mainFightMgr = GetMainFightMgr(curPlayer)
     turnFight = mainFightMgr.turnFight
@@ -1038,49 +1245,39 @@
     batObjMgr = BattleObj.GetBatObjMgr()
     turnNum = turnFight.turnNum
     turnMax = turnFight.turnMax
+    turnNumStart = turnFight.turnNumStart
     for turnNum in range(turnNum, turnMax + 1):
-        turnTimeline = turnFight.getTurnNumStartTimelin(turnNum) # 本回合起始时间节点
-        curTimeline = turnFight.getTimeline()
+        if turnFight.winFaction:
+            break
         
         # 回合开始
-        turnTimeline += 1 # 每回合开始算一个时间节点
-        if curTimeline < turnTimeline:
-            curTimeline = turnFight.setTimeline(turnTimeline)
-            GameWorld.DebugLog("【----- 回合制战斗轮次: %s -----】 curTimeline=%s" % (turnNum, curTimeline))
+        if turnNumStart < turnNum:
+            GameWorld.DebugLog("【----- 回合制战斗轮次: %s -----】 " % (turnNum))
             turnFight.turnNum = turnNum
+            turnFight.turnNumStart = turnNum
             if curPlayer:
                 turnFight.syncState(FightState_Fighting)
-                
-            for faction, num in turnFight.actionSortList:
-                GameWorld.DebugLog("回合开始逻辑: turnNum=%s,faction=%s, num=%s" % (turnNum, faction, num))
-                batFaction = turnFight.getBatFaction(faction)
-                batLineup = batFaction.getBatlineup(num)
-                batLineup.actionNum = 1
-                for objID in batLineup.posObjIDDict.values():
-                    batObj = batObjMgr.getBatObj(objID)
-                    TurnFightPerTurnBigStart(turnFight, batObj, turnNum)
-                    
+            TurnFightPerTurnBigStart(turnFight, turnNum)
+            
         # 红颜
         # 灵兽
         
-        if turnFight.checkOverByKilled():
+        if turnFight.winFaction:
             break
         
         # 武将
         doMax = PosNumMax * len(turnFight.actionSortList)
         doCnt = 0
-        while doCnt < doMax and turnFight.actionIndex < len(turnFight.actionSortList):
+        while doCnt < doMax and turnFight.actionIndex < len(turnFight.actionSortList) and not turnFight.winFaction:
             doCnt += 1
             faction, num = turnFight.actionSortList[turnFight.actionIndex]
             batFaction = turnFight.getBatFaction(faction)
             batLineup = batFaction.getBatlineup(num)
             for posNum in range(batLineup.actionNum, PosNumMax + 1):
-                # 每个武将位算一个时间节点
-                #GameWorld.DebugLog("武将节点: faction=%s,posNum=%s,curTimeline=%s" % (faction, posNum, curTimeline))
+                #GameWorld.DebugLog("武将位置: faction=%s,posNum=%s" % (faction, posNum))
                 if posNum not in batLineup.posObjIDDict:
                     batLineup.actionNum = posNum + 1
-                    curTimeline = turnFight.setTimeline(curTimeline + 1, True)
-                    #GameWorld.DebugLog("空位节点: faction=%s,posNum=%s,curTimeline=%s" % (faction, posNum, curTimeline))
+                    #GameWorld.DebugLog("没有武将: faction=%s,posNum=%s" % (faction, posNum))
                     continue
                 
                 objID = batLineup.posObjIDDict[posNum]
@@ -1089,13 +1286,16 @@
                 # 玩家自己阵营,预判可否行动
                 if checkBreakpoint and faction == ChConfig.Def_FactionA and batObj:
                     if batObj.CanAction():
-                        GameWorld.DebugLog("玩家阵容下一个可行动的武将,断点: curTimeline=%s,nextPosNum=%s" % (curTimeline, posNum))
+                        GameWorld.DebugLog("玩家阵容下一个可行动的武将,断点: nextPosNum=%s" % (posNum))
                         return
                     
                 batLineup.actionNum = posNum + 1
-                curTimeline = turnFight.setTimeline(curTimeline + 1)
+                
                 TurnFightHeroTurnStart(turnFight, batObj, turnNum)
-                if not OnObjAction(turnFight, batObj):
+                isAction = OnObjAction(turnFight, batObj)
+                TurnFightHeroTurnEnd(turnFight, batObj, turnNum)
+                
+                if not isAction:
                     continue
                 
                 if not checkBreakpoint and faction == ChConfig.Def_FactionA:
@@ -1108,18 +1308,11 @@
             else:
                 turnFight.actionIndex += 1
                 
-        # 回合结束
-        curTimeline = turnFight.setTimeline(curTimeline + 1) # 每回合结束算一个时间节点
-        for faction, num in turnFight.actionSortList:
-            GameWorld.DebugLog("回合结束逻辑: turnNum=%s,faction=%s, num=%s" % (turnNum, faction, num))
-            batFaction = turnFight.getBatFaction(faction)
-            batLineup = batFaction.getBatlineup(num)
-            for objID in batLineup.posObjIDDict.values():
-                batObj = batObjMgr.getBatObj(objID)
-                TurnFightPerTurnBigEnd(turnFight, batObj, turnNum)
-                
-        if turnFight.checkOverByKilled():
+        if turnFight.winFaction:
             break
+        
+        # 回合结束
+        TurnFightPerTurnBigEnd(turnFight, turnNum)
         
     if not turnFight.winFaction:
         OnTurnAllOver(turnFight.guid)
@@ -1134,34 +1327,26 @@
     EntryLogic(turnFight)
     batObjMgr = BattleObj.GetBatObjMgr()
     for turnNum in range(1, turnMax + 1):
+        if turnFight.winFaction:
+            break
         turnFight.turnNum = turnNum
         GameWorld.DebugLog("【----- 回合制战斗轮次: %s -----】" % turnNum)
-        curTimeline = turnFight.getTurnNumStartTimelin(turnNum) # 本回合起始时间节点
-        curTimeline = turnFight.setTimeline(curTimeline + 1)
         if curPlayer:
             turnFight.syncState(FightState_Fighting)
             
         # 回合开始
-        for faction, num in turnFight.actionSortList:
-            GameWorld.DebugLog("回合开始逻辑: turnNum=%s,faction=%s, num=%s" % (turnNum, faction, num))
-            batFaction = turnFight.getBatFaction(faction)
-            batLineup = batFaction.getBatlineup(num)
-            batLineup.actionNum = 1
-            for objID in batLineup.posObjIDDict.values():
-                batObj = batObjMgr.getBatObj(objID)
-                TurnFightPerTurnBigStart(turnFight, batObj, turnNum)
-                
-                    
+        TurnFightPerTurnBigStart(turnFight, turnNum)
+                 
         # 红颜
         # 灵兽
             
-        if turnFight.checkOverByKilled():
+        if turnFight.winFaction:
             break
         
         # 武将
         doMax = PosNumMax * len(turnFight.actionSortList)
         doCnt = 0
-        while doCnt < doMax and turnFight.actionIndex < len(turnFight.actionSortList):
+        while doCnt < doMax and turnFight.actionIndex < len(turnFight.actionSortList) and not turnFight.winFaction:
             doCnt += 1
             faction, num = turnFight.actionSortList[turnFight.actionIndex]
             batFaction = turnFight.getBatFaction(faction)
@@ -1169,15 +1354,14 @@
             for posNum in range(batLineup.actionNum, PosNumMax + 1):
                 batLineup.actionNum = posNum + 1
                 if posNum not in batLineup.posObjIDDict:
-                    curTimeline = turnFight.setTimeline(curTimeline + 1, True)
                     continue
-                curTimeline = turnFight.setTimeline(curTimeline + 1) # 每个武将位算一个时间节点
                 objID = batLineup.posObjIDDict[posNum]
                 batObj = batObjMgr.getBatObj(objID)
                 TurnFightHeroTurnStart(turnFight, batObj, turnNum)
-                if not OnObjAction(turnFight, batObj):
+                isAction = OnObjAction(turnFight, batObj)
+                TurnFightHeroTurnEnd(turnFight, batObj, turnNum)
+                if not isAction:
                     continue
-                
                 break
             
             if turnFight.actionIndex >= len(turnFight.actionSortList) - 1:
@@ -1185,18 +1369,11 @@
             else:
                 turnFight.actionIndex += 1
                 
-        # 回合结束
-        curTimeline = turnFight.setTimeline(curTimeline + 1) # 每回合结束算一个时间节点
-        for faction, num in turnFight.actionSortList:
-            GameWorld.DebugLog("回合结束逻辑: turnNum=%s,faction=%s, num=%s" % (turnNum, faction, num))
-            batFaction = turnFight.getBatFaction(faction)
-            batLineup = batFaction.getBatlineup(num)
-            for objID in batLineup.posObjIDDict.values():
-                batObj = batObjMgr.getBatObj(objID)
-                TurnFightPerTurnBigEnd(turnFight, batObj, turnNum)
-                
-        if turnFight.checkOverByKilled():
+        if turnFight.winFaction:
             break
+        
+        # 回合结束
+        TurnFightPerTurnBigEnd(turnFight, turnNum)
         
     if not turnFight.winFaction:
         OnTurnAllOver(turnFight.guid)
@@ -1228,118 +1405,55 @@
         batLineup.actionNum = ActionNumStart
         for objID in batLineup.posObjIDDict.values():
             batObj = batObjMgr.getBatObj(objID)
+            turnFight.ResetOneActionUseSkillCnt()
             TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_FightStart)
             
     turnFight.enterLogic = True
     return True
 
-def OnTimelineChange(turnFight):
-    ## 每个时间节点变化时处理
-    
-    nowTimeline = turnFight.getTimeline()
+def TurnFightPerTurnBigStart(turnFight, turnNum):
+    ## 大回合开始时
     
     batObjMgr = BattleObj.GetBatObjMgr()
-    for batFaction in turnFight.factionDict.values():
-        for batLineup in batFaction.lineupDict.values():
-            for objID in batLineup.posObjIDDict.values():
-                batObj = batObjMgr.getBatObj(objID)
-                #GameWorld.DebugLog("OnTimelineChange! objID=%s" % (objID))
-                if not batObj or not batObj.IsAlive():
-                    continue
+    for faction, num in turnFight.actionSortList:
+        GameWorld.DebugLog("大回合开始逻辑: turnNum=%s,faction=%s, num=%s" % (turnNum, faction, num))
+        batFaction = turnFight.getBatFaction(faction)
+        batLineup = batFaction.getBatlineup(num)
+        batLineup.actionNum = 1
+        for objID in batLineup.posObjIDDict.values():
+            batObj = batObjMgr.getBatObj(objID)
+            if not batObj:
+                continue
+            if not batObj.IsAlive():
+                continue
+            
+            turnFight.ResetOneActionUseSkillCnt()
+            batObj.SetTiming(ChConfig.TurnTiming_Before) # 重置时机到回合前
+            if turnNum > 1: # 第1回合不用刷新技能
+                RefreshObjSkillByTurn(batObj)
                 
-                batObj.SetDict(ChConfig.Def_Obj_Dict_TurnComboNum, 0)
-                batObj.SetDict(ChConfig.Def_Obj_Dict_TurnMissNum, 0)
-                batObj.SetDict(ChConfig.Def_Obj_Dict_TurnParryNum, 0)
-                
-                curID = batObj.GetID()
-                skillManager = batObj.GetSkillManager()
-                for index in range(0, skillManager.GetSkillCount()):
-                    curSkill = skillManager.GetSkillByIndex(index)
-                    if not curSkill:
-                        continue
-                    remainTime = curSkill.GetRemainTime()
-                    if not remainTime:
-                        continue
-                    calcTimeline = curSkill.GetCalcTime()
-                    passTurn = __calcPassturn(calcTimeline, nowTimeline, True)
-                    if passTurn <= 0:
-                        continue
-                    skillID = curSkill.GetSkillID()
-                    updRemainTime = max(0, remainTime - passTurn)
-                    curSkill.SetRemainTime(updRemainTime)
-                    curSkill.SetCalcTime(nowTimeline)
-                    GameWorld.DebugLog("更新技能剩余回合数: curID=%s,skillID=%s,updRemainTime=%s,calcTimeline=%s,passTurn=%s" 
-                                       % (curID, skillID, updRemainTime, calcTimeline, passTurn))
-                    
-                buffMgr = batObj.GetBuffManager()
-                for index in range(buffMgr.GetBuffCount())[::-1]:
-                    buff = buffMgr.GetBuffByIndex(index)
-                    buffID = buff.GetBuffID()
-                    skillID = buff.GetSkillID()
-                    skillData = buff.GetSkillData()
-                    if skillData.GetSkillType() in ChConfig.Def_LstBuff_List:
-                        #GameWorld.DebugLog("    持续类buff由触发时机决定剩余时间! curID=%s,index=%s,skillID=%s,buffID=%s" % (curID, index, skillID, buffID))
-                        continue
-                    remainTime = buff.GetRemainTime()
-                    if not remainTime:
-                        # 永久buff不处理
-                        #GameWorld.DebugLog("    永久buff不处理! curID=%s,index=%s,skillID=%s" % (curID, index, skillID))
-                        continue
-                    calcTimeline = buff.GetCalcTime()
-                    passTurn = __calcPassturn(calcTimeline, nowTimeline, False)
-                    if passTurn <= 0:
-                        #GameWorld.DebugLog("    passTurn <= 0 passTurn=%s,calcTimeline=%s,nowTimeline=%s,skillID=%s" % (passTurn, calcTimeline, nowTimeline, skillID))
-                        continue
-                    
-                    updRemainTime = max(0, remainTime - passTurn)
-                    GameWorld.DebugLog("更新buff剩余回合数: curID=%s,buffID=%s,skillID=%s,updRemainTime=%s,calcTimeline=%s,passTurn=%s" 
-                                       % (curID, buffID, skillID, updRemainTime, calcTimeline, passTurn))
-                    if updRemainTime > 0:
-                        buff.SetRemainTime(updRemainTime)
-                        buff.SetCalcTime(nowTimeline)
-                        TurnBuff.SyncBuffRefresh(turnFight, batObj, buff)
-                    else:
-                        TurnBuff.DoBuffDel(turnFight, batObj, buff)
-                        
+            TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_BigTurnStart)
+            
     return
 
-def __calcPassturn(calcTimeline, nowTimeline, equalOK):
-    ## 计算已经过了的回合数
-    # @param equalOK: 时间节点相同时是否算1回合,一般技能可以算,buff不算
-    calcTurnNum = calcTimeline / TimelineSet
-    calcTimeNode = calcTimeline % TimelineSet
-    nowTurnNum = nowTimeline / TimelineSet
-    nowTimeNode = nowTimeline % TimelineSet
-    if equalOK:
-        if nowTimeNode >= calcTimeNode:
-            return max(0, nowTurnNum - calcTurnNum)
-        return max(0, nowTurnNum - calcTurnNum - 1)
-    else:
-        if nowTimeNode > calcTimeNode:
-            return max(0, nowTurnNum - calcTurnNum)
-        return max(0, nowTurnNum - calcTurnNum - 1)
-    return 0
-
-def TurnFightPerTurnBigStart(turnFight, batObj, turnNum):
-    ## 大回合开始时
-    if not batObj:
-        return
-    
-    if batObj.GetHP() <= 0:
-        return
-    
-    TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_BigTurnStart)
-    return
-
-def TurnFightPerTurnBigEnd(turnFight, batObj, turnNum):
+def TurnFightPerTurnBigEnd(turnFight, turnNum):
     ## 大回合结束时
-    if not batObj:
-        return
     
-    if batObj.GetHP() <= 0:
-        return
-    
-    TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_BigTurnEnd)
+    batObjMgr = BattleObj.GetBatObjMgr()
+    for faction, num in turnFight.actionSortList:
+        GameWorld.DebugLog("回合结束逻辑: turnNum=%s,faction=%s, num=%s" % (turnNum, faction, num))
+        batFaction = turnFight.getBatFaction(faction)
+        batLineup = batFaction.getBatlineup(num)
+        for objID in batLineup.posObjIDDict.values():
+            batObj = batObjMgr.getBatObj(objID)
+            if not batObj:
+                continue
+            if not batObj.IsAlive():
+                continue
+            
+            turnFight.ResetOneActionUseSkillCnt()
+            TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_BigTurnEnd)
+            
     return
 
 def TurnFightHeroTurnStart(turnFight, batObj, turnNum):
@@ -1347,12 +1461,112 @@
     if not batObj:
         return
     
-    if batObj.GetHP() <= 0:
+    if not batObj.IsAlive():
         return
     
+    GameWorld.DebugLog("---[武将回合开始] : curID=%s,curHP=%s/%s" % (batObj.GetID(), batObj.GetHP(), batObj.GetMaxHP()))
+    turnFight.ResetOneActionUseSkillCnt()
+    RefreshObjBuffTime(turnFight, batObj)
     TurnPassive.OnTriggerPassiveEffect(turnFight, batObj, ChConfig.TriggerWay_HeroTurnStart)
+    
+    # 最后设置时机为回合后,说明:回合开启前的逻辑处理完后,其他的均默认为回合后
+    batObj.SetTiming(ChConfig.TurnTiming_After)
     return
 
+def TurnFightHeroTurnEnd(turnFight, batObj, turnNum):
+    ## 武将回合结束时,不能行动也要触发
+    if not batObj:
+        return
+    
+    if not batObj.IsAlive():
+        return
+    
+    GameWorld.DebugLog("---[武将回合结束] : curID=%s,curHP=%s/%s" % (batObj.GetID(), batObj.GetHP(), batObj.GetMaxHP()))
+    turnFight.ResetOneActionUseSkillCnt()
+    RefreshObjBuffTime(turnFight, batObj)
+    return
+
+def ResetObjSkill(batObj):
+    ## 重置所有技能,一般是每场战斗开始的重置
+    curID = batObj.GetID()
+    batObj.ResetSkillUseCnt() # 使用次数
+    skillManager = batObj.GetSkillManager()
+    for index in range(0, skillManager.GetSkillCount()):
+        curSkill = skillManager.GetSkillByIndex(index)
+        if not curSkill:
+            continue
+        skillID = curSkill.GetSkillID()
+        initCD = curSkill.GetCoolDownInit()
+        if initCD:
+            curSkill.SetRemainTime(initCD)
+            GameWorld.DebugLog("技能初始CD: curID=%s,skillID=%s,initCD=%s" % (curID, skillID, initCD))
+        elif curSkill.GetRemainTime():
+            curSkill.SetRemainTime(0)
+        curSkill.SetEnergy(0)
+        
+    return
+
+def RefreshObjSkillByTurn(batObj):
+    '''按回合刷新技能:默认以大回合统一减1回合
+    '''
+    curID = batObj.GetID()
+    skillManager = batObj.GetSkillManager()
+    for index in range(0, skillManager.GetSkillCount()):
+        curSkill = skillManager.GetSkillByIndex(index)
+        if not curSkill:
+            continue
+        skillID = curSkill.GetSkillID()
+        preTurnUseCnt = batObj.GetSkillTurnUseCnt(skillID)
+        remainTime = curSkill.GetRemainTime()
+        if remainTime <= 0:
+            continue
+        if preTurnUseCnt > 0:
+            GameWorld.DebugLog("    上回合有使用技能本回合不刷新CD: curID=%s,skillID=%s,remainTime=%s,preTurnUseCnt=%s" % (curID, skillID, remainTime, preTurnUseCnt))
+            continue
+        remainTime -= 1
+        curSkill.SetRemainTime(remainTime)
+        GameWorld.DebugLog("    更新技能CD: curID=%s,skillID=%s,remainTime=%s" % (curID, skillID, remainTime))
+        
+    batObj.ResetSkillTurnUseCnt() # 重置回合使用次数,放刷新CD后重置
+    return
+
+def RefreshObjBuffTime(turnFight, batObj):
+    '''刷新buff持续时间:以武将自身回合前、回合后处理buff持续时间
+    回合前添加的buff在回合开始减1,回合后添加的buff在回合结束减1
+    '''
+    curID = batObj.GetID()
+    curTiming = batObj.GetTiming() # 时间节点 0-回合前;1-回合后
+    buffMgr = batObj.GetBuffManager()
+    for index in range(buffMgr.GetBuffCount())[::-1]:
+        buff = buffMgr.GetBuffByIndex(index)
+        buffID = buff.GetBuffID()
+        skillID = buff.GetSkillID()
+        skillData = buff.GetSkillData()
+        if skillData.GetSkillType() in ChConfig.Def_LstBuff_List:
+            #GameWorld.DebugLog("    持续类buff由触发时机决定剩余时间! curID=%s,index=%s,skillID=%s,buffID=%s" % (curID, index, skillID, buffID))
+            continue
+        remainTime = buff.GetRemainTime()
+        if remainTime <= 0:
+            # 永久buff不处理
+            #GameWorld.DebugLog("    永久buff不处理! curID=%s,index=%s,skillID=%s" % (curID, index, skillID))
+            continue
+        addTiming = buff.GetAddTiming()
+        if not buff.GetRefreshState():
+            GameWorld.DebugLog("    未刷新过的buff更新为刷新过! curID=%s,index=%s,skillID=%s,buffID=%s,addTiming=%s" % (curID, index, skillID, buffID, addTiming))
+            buff.SetRefreshState(1)
+            continue
+        if addTiming != curTiming:
+            GameWorld.DebugLog("    buff添加时机不同不处理! curID=%s,index=%s,skillID=%s,buffID=%s,addTiming=%s" % (curID, index, skillID, buffID, addTiming))
+            continue
+        remainTime -= 1
+        GameWorld.DebugLog("    更新buff回合: curID=%s,buffID=%s,skillID=%s,remainTime=%s,addTiming=%s" % (curID, buffID, skillID, remainTime, addTiming))
+        if remainTime > 0:
+            buff.SetRemainTime(remainTime)
+            TurnBuff.SyncBuffRefresh(turnFight, batObj, buff)
+        else:
+            TurnBuff.DoBuffDel(turnFight, batObj, buff)
+    return
+                        
 def AddTurnObjCureHP(curObj, srcObj, addValue, cureHP, skillID=0):
     ## 回合对象添加治疗值
     # @param curObj: 获得治疗的对象
@@ -1392,8 +1606,9 @@
                            % (curID, tagID, skillID, hurtValue, lostHP, curBatObj.GetHP()))
     return
 
-def OnObjAction(turnFight, curBatObj):
+def OnObjAction(turnFight, curBatObj, isExtra=False):
     ## 战斗单位行动
+    # @param isExtra: 是否额外行动的
     if not curBatObj:
         return
     
@@ -1408,12 +1623,13 @@
     # 是否可行动状态判断
     canAction = curBatObj.CanAction()
     if not canAction:
-        GameWorld.DebugLog("★回合%s %s 当前状态不可行动!" % (turnNum, objName))
+        GameWorld.DebugLog("★回合%s %s 当前状态不可行动! isExtra=%s" % (turnNum, objName, isExtra))
         return
     
     atk = curBatObj.GetAtk()
     curXP = curBatObj.GetXP()
-    GameWorld.DebugLog("★回合%s %s 行动 : atk=%s,curHP=%s/%s,curXP=%s" % (turnNum, objName, atk, curHP, curBatObj.GetMaxHP(), curXP))
+    GameWorld.DebugLog("★回合%s %s %s行动 : atk=%s,curHP=%s/%s,curXP=%s" % (turnNum, objName, "额外" if isExtra else "", atk, curHP, curBatObj.GetMaxHP(), curXP))
+    turnFight.ResetOneActionUseSkillCnt()
     turnFight.syncObjAction(turnNum, objID)
     
     TurnPassive.OnTriggerPassiveEffect(turnFight, curBatObj, ChConfig.TriggerWay_HeroActionStart)
@@ -1438,13 +1654,16 @@
         skillID = useSkill.GetSkillID()
         # 常规攻击优先xp
         if SkillCommon.isAngerSkill(useSkill):
-            if curXP < xpMax:
+            if curXP < xpMax and not useSkill.GetEffectByID(ChConfig.SkillEff_AngerSkillNoXP):
                 continue
-            if curBatObj.IsInState(ChConfig.BatObjState_Sneer):
-                GameWorld.DebugLog("嘲讽状态下,无法主动释放怒技!") # 可被动释放怒技,如怒技追击
+            if curBatObj.CheckInState(ChConfig.BatObjState_Sneer):
+                GameWorld.DebugLog("嘲讽状态下,无法主动释放怒技! skillID=%s" % skillID) # 可被动释放怒技,如怒技追击
                 continue
             useCnt = -1 # xp技能优先释放
         else:
+            if useSkill.GetEffectByID(ChConfig.SkillEff_ActionUseInvalid): # 配置该效果时如果被嘲讽,相当于无法行动
+                GameWorld.DebugLog("行动时无法释放该技能! skillID=%s" % skillID)
+                continue
             useCnt = curBatObj.GetSkillUseCnt(skillID)
         useSkillList.append([useCnt, skillID, useSkill])
         
@@ -1460,6 +1679,14 @@
     return True
 
 def SetObjKilled(turnFight, gameObj, killer=None, useSkill=None):
+    curPlayer = turnFight.curPlayer
+    npcID = gameObj.GetNPCID()
+    
+    # 非主线的PVE目标怪物
+    if npcID and curPlayer and turnFight.isFBMap() and gameObj.GetFaction() != ChConfig.Def_FactionA:
+        if not FBLogic.OnFBNPCKilledBefore(curPlayer, turnFight, gameObj, killer, useSkill):
+            return
+        
     objID = gameObj.GetID()
     killerObjID = killer.GetID() if killer else 0
     skillID = useSkill.GetSkillID() if useSkill else 0
@@ -1472,10 +1699,10 @@
     clientPack.SkillID = skillID
     turnFight.addBatPack(clientPack)
     
-    curPlayer = turnFight.curPlayer
     # 暂时只算主线小怪
     if curPlayer and turnFight.mapID == ChConfig.Def_FBMapID_Main and gameObj.GetFaction() != ChConfig.Def_FactionA:
-        PlayerTask.AddTaskValue(curPlayer, ChConfig.TaskType_KillNPC, 1)    
+        PlayerTask.AddTaskValue(curPlayer, ChConfig.TaskType_KillNPC, 1)
+        PlayerActivity.AddDailyTaskValue(curPlayer, ChConfig.DailyTask_KillNPC, 1)
     return True
 
 def OnTurnAllOver(guid):
@@ -1518,11 +1745,13 @@
             statInfo[str(faction)] = {}
         facStatInfo = statInfo[str(faction)]
         batFaction = turnFight.getBatFaction(faction)
+        batFaction.totalHurt = 0
         for num in batFaction.lineupDict.keys():
             if str(num) not in facStatInfo:
                 facStatInfo[str(num)] = {}
             lineupStatInfo = facStatInfo[str(num)]
             batLineup = batFaction.getBatlineup(num)
+            batLineup.totalHurt = 0
             GameWorld.DebugLog("阵容明细: faction=%s,num=%s" % (faction, num))
             for posNum, objID in batLineup.posObjIDDict.items():
                 batObj = batObjMgr.getBatObj(objID)
@@ -1534,6 +1763,8 @@
                 atkHurt = batObj.hurtStat
                 defHurt = batObj.defStat
                 cureHP = batObj.cureStat
+                batLineup.totalHurt += atkHurt
+                batFaction.totalHurt += atkHurt
                 GameWorld.DebugLog("    Pos:%s ID=%s,npcID=%s,heroID=%s,HP=%s/%s, 输出=%s,承伤=%s,治疗=%s" 
                                    % (posNum, objID, npcID, heroID, batObj.GetHP(), batObj.GetMaxHP(), atkHurt, defHurt, cureHP))
                 lineupStatInfo[str(posNum)] = {"ObjID":objID, "HeroID":heroID, "NPCID":npcID, "AtkHurt":atkHurt, "DefHurt":defHurt, "CureHP":cureHP}
@@ -1556,10 +1787,19 @@
 #    char        GUID[40];    //战报guid
 #};
 def OnTurnFightReportView(index, clientData, tick):
+    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
+    guid = clientData.GUID
     
-    # 通过查找已存在的战报
+    lastBatBufferInfo = PlayerOnline.GetOnlinePlayer(curPlayer).GetLastBatBuffer()
+    if lastBatBufferInfo and len(lastBatBufferInfo) == 2 and guid == lastBatBufferInfo[0]:
+        guid, reprot = lastBatBufferInfo
+        SyncTurnFightReport(curPlayer, guid, reprot)
+        return
     
-    #SyncTurnFightReport(curPlayer, guid, reprot)
+    # 其他战报,一般是入库存储的,待扩展
+    
+    # 战报已过期
+    PlayerControl.NotifyCode(curPlayer, "FightReportExpired")
     return
 
 def SyncTurnFightReport(curPlayer, guid, reprot):

--
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